提交 eb07af54 编写于 作者: M Mr.doob

Merge remote-tracking branch 'gero3/documentation' into dev

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[page:Object3D] &rarr;
<h1>[name]</h1>
<div class="desc">Abstract base class for cameras.</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<h2>Properties</h2>
<h3>.[page:Matrix4 matrixWorldInverse]</h3>
<h3>.[page:Matrix4 projectionMatrix]</h3>
<h3>.[page:Matrix4 projectionMatrixInverse]</h3>
<h2>Methods</h2>
<h3>.lookAt( [page:Vector3 vector] )</h3>
<div>
vector — point to look at<br />
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<script src="../../list.js"></script>
<script src="../../page.js"></script>
<link type="text/css" rel="stylesheet" href="../../page.css" />
</head>
<body>
[page:Object3D] &rarr;
<h1>[name]</h1>
<div class="desc">Abstract base class for cameras. This class should always be inherited when you build a new camera.</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<div>
This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
</div>
<h2>Properties</h2>
<h3>.[page:Matrix4 matrixWorldInverse]</h3>
<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
<h3>.[page:Matrix4 projectionMatrix]</h3>
<div>This is the matrix which contains the projection.</div>
<h3>.[page:Matrix4 projectionMatrixInverse]</h3>
<div>This is the inverse of projectionMatrix.</div>
<h2>Methods</h2>
<h3>.lookAt( [page:Vector3 vector] )</h3>
<div>
vector — point to look at<br />
<br />
This make the camera look at the vector position in local space.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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......@@ -9,24 +9,97 @@
<body>
<h1>[name]</h1>
<div class="desc">todo</div>
<div class="desc">
This is a superefficent class for geometries because it saves all data in buffers. <br />
It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the nessecary buffer calculations.<br />
It is mainly interesting when working with static objects.
</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<div>
This creates a new [name]. It also sets several properties to an default value.
</div>
<h2>Properties</h2>
<h3>.[page:Vector3 todo]</h3>
<h3>.[page:Integer id]</h3>
<div>
Unique number of this buffergeometry instance
</div>
<h3>.[page:Hashmap Attributes]</h3>
<div>
This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
</div>
<h3>.[page:Boolean dynamic]</h3>
<div>
When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
</div>
<h3>.[page:Array offsets]</h3>
<div>
This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
</div>
<h3>.[page:Object boundingBox]</h3>
<div>
Bounding box.
<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
</div>
<h3>.[page:Object boundingSphere]</h3>
<div>
Bounding sphere.
<code>{ radius: float }</code>
</div>
<h3>.[page:Array morphTargets]</h3>
<div>
Array of morph targets. Each morph target is a Javascript object:
<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
Morph vertices match number and order of primary vertices.
</div>
<h2>Methods</h2>
<h3>.todo( [page:Vector3 todo] )</h3>
<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>.computeVertexNormals()</h3>
<div>
Computes vertex normals by averaging face normals.<br />
</div>
<h3>.computeTangents()</h3>
<div>
Computes vertex tangents.<br />
Based on [link:http://www.terathon.com/code/tangent.html]<br />
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>.computeBoundingBox()</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>.computeBoundingSphere()</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
Bounding spheres aren't' computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>.dispose()</h3>
<div>
todo — todo<br />
Disposes the object from memory. <br />
You need to call this when you want the bufferGeometry removed while the application is running.
</div>
......
......@@ -22,26 +22,45 @@
<h2>Properties</h2>
<h3>.[page:Boolean autoStart]</h3>
<div>
If set, starts the clock automatically when the first update is called.
</div>
<h3>.[page:Float startTime]</h3>
<div>
When the clock is running, It holds the starttime of the clock. <br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Float oldTime]</h3>
<div>
When the clock is running, It holds the previous time from a update.<br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Float elapsedTime]</h3>
<div>
When the clock is running, It holds the time elapsed btween the start of the clock to the previous update.<br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Boolean running]</h3>
<div>
This property keeps track whether the clock is running or not.
</div>
<h2>Methods</h2>
<h3>.start()</h3>
<div>
Start clock.
Starts clock.
</div>
<h3>.stop()</h3>
<div>
Stop clock.
Stops clock.
</div>
<h3>.getElapsedTime() [page:Float]</h3>
......
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